float autocvar_g_balance_kill_delay;
float autocvar_g_balance_kill_antispam;
float autocvar_g_balance_laser_melee_animtime;
-float autocvar_g_balance_laser_melee_damage;
-float autocvar_g_balance_laser_melee_delay;
-float autocvar_g_balance_laser_melee_force;
-float autocvar_g_balance_laser_melee_multihit;
-float autocvar_g_balance_laser_melee_no_doubleslap;
-float autocvar_g_balance_laser_melee_nonplayerdamage;
+//float autocvar_g_balance_laser_melee_damage; // WEAPONTODO
+//float autocvar_g_balance_laser_melee_delay;
+//float autocvar_g_balance_laser_melee_force;
+//float autocvar_g_balance_laser_melee_multihit;
+//float autocvar_g_balance_laser_melee_no_doubleslap;
+//float autocvar_g_balance_laser_melee_nonplayerdamage;
float autocvar_g_balance_laser_melee_range;
float autocvar_g_balance_laser_melee_refire;
-float autocvar_g_balance_laser_melee_swing_side;
-float autocvar_g_balance_laser_melee_swing_up;
-float autocvar_g_balance_laser_melee_time;
-float autocvar_g_balance_laser_melee_traces;
+//float autocvar_g_balance_laser_melee_swing_side;
+//float autocvar_g_balance_laser_melee_swing_up;
+//float autocvar_g_balance_laser_melee_time;
+//float autocvar_g_balance_laser_melee_traces;
float autocvar_g_balance_laser_primary;
float autocvar_g_balance_laser_primary_animtime;
float autocvar_g_balance_laser_primary_damage;
float autocvar_g_balance_laser_secondary_radius;
float autocvar_g_balance_laser_secondary_refire;
//float autocvar_g_balance_laser_secondary_speed;
-float autocvar_g_balance_laser_shockwave_damage;
-float autocvar_g_balance_laser_shockwave_distance;
-float autocvar_g_balance_laser_shockwave_edgedamage;
-float autocvar_g_balance_laser_shockwave_force;
-float autocvar_g_balance_laser_shockwave_force_forwardbias;
-float autocvar_g_balance_laser_shockwave_force_zscale;
-float autocvar_g_balance_laser_shockwave_jump_damage;
-float autocvar_g_balance_laser_shockwave_jump_edgedamage;
-float autocvar_g_balance_laser_shockwave_jump_force;
-float autocvar_g_balance_laser_shockwave_jump_force_velocitybias;
-float autocvar_g_balance_laser_shockwave_jump_force_zscale;
-float autocvar_g_balance_laser_shockwave_jump_multiplier_accuracy;
-float autocvar_g_balance_laser_shockwave_jump_multiplier_distance;
-float autocvar_g_balance_laser_shockwave_jump_multiplier_min;
-float autocvar_g_balance_laser_shockwave_jump_radius;
-float autocvar_g_balance_laser_shockwave_multiplier_accuracy;
-float autocvar_g_balance_laser_shockwave_multiplier_distance;
-float autocvar_g_balance_laser_shockwave_multiplier_min;
-float autocvar_g_balance_laser_shockwave_splash_damage;
-float autocvar_g_balance_laser_shockwave_splash_edgedamage;
-float autocvar_g_balance_laser_shockwave_splash_force;
-float autocvar_g_balance_laser_shockwave_splash_force_forwardbias;
-float autocvar_g_balance_laser_shockwave_splash_multiplier_accuracy;
-float autocvar_g_balance_laser_shockwave_splash_multiplier_distance;
-float autocvar_g_balance_laser_shockwave_splash_multiplier_min;
-float autocvar_g_balance_laser_shockwave_splash_radius;
+//float autocvar_g_balance_laser_shockwave_damage;
+//float autocvar_g_balance_laser_shockwave_distance;
+//float autocvar_g_balance_laser_shockwave_edgedamage;
+//float autocvar_g_balance_laser_shockwave_force;
+//float autocvar_g_balance_laser_shockwave_force_forwardbias;
+//float autocvar_g_balance_laser_shockwave_force_zscale;
+//float autocvar_g_balance_laser_shockwave_jump_damage;
+//float autocvar_g_balance_laser_shockwave_jump_edgedamage;
+//float autocvar_g_balance_laser_shockwave_jump_force;
+//float autocvar_g_balance_laser_shockwave_jump_force_velocitybias;
+//float autocvar_g_balance_laser_shockwave_jump_force_zscale;
+//float autocvar_g_balance_laser_shockwave_jump_multiplier_accuracy;
+//float autocvar_g_balance_laser_shockwave_jump_multiplier_distance;
+//float autocvar_g_balance_laser_shockwave_jump_multiplier_min;
+//float autocvar_g_balance_laser_shockwave_jump_radius;
+//float autocvar_g_balance_laser_shockwave_multiplier_accuracy;
+//float autocvar_g_balance_laser_shockwave_multiplier_distance;
+//float autocvar_g_balance_laser_shockwave_multiplier_min;
+//float autocvar_g_balance_laser_shockwave_splash_damage;
+//float autocvar_g_balance_laser_shockwave_splash_edgedamage;
+//float autocvar_g_balance_laser_shockwave_splash_force;
+//float autocvar_g_balance_laser_shockwave_splash_force_forwardbias;
+//float autocvar_g_balance_laser_shockwave_splash_multiplier_accuracy;
+//float autocvar_g_balance_laser_shockwave_splash_multiplier_distance;
+//float autocvar_g_balance_laser_shockwave_splash_multiplier_min;
+//float autocvar_g_balance_laser_shockwave_splash_radius;
float autocvar_g_balance_laser_shockwave_spread_max;
float autocvar_g_balance_laser_shockwave_spread_min;
float autocvar_g_balance_minelayer_reload_ammo;
float autocvar_g_balance_superweapons_time;
float autocvar_g_balance_seeker_reload_ammo;
float autocvar_g_balance_selfdamagepercent;
-float autocvar_g_balance_shotgun_primary_ammo;
-float autocvar_g_balance_shotgun_primary_animtime;
-float autocvar_g_balance_shotgun_primary_bulletconstant;
-float autocvar_g_balance_shotgun_primary_bullets;
-float autocvar_g_balance_shotgun_primary_damage;
-float autocvar_g_balance_shotgun_primary_force;
-float autocvar_g_balance_shotgun_primary_refire;
-float autocvar_g_balance_shotgun_primary_speed;
-float autocvar_g_balance_shotgun_primary_spread;
-float autocvar_g_balance_shotgun_secondary;
-float autocvar_g_balance_shotgun_secondary_animtime;
-float autocvar_g_balance_shotgun_secondary_damage;
-float autocvar_g_balance_shotgun_secondary_force;
-float autocvar_g_balance_shotgun_secondary_melee_delay;
-float autocvar_g_balance_shotgun_secondary_melee_range;
-float autocvar_g_balance_shotgun_secondary_melee_swing_side;
-float autocvar_g_balance_shotgun_secondary_melee_swing_up;
-float autocvar_g_balance_shotgun_secondary_melee_time;
-float autocvar_g_balance_shotgun_secondary_melee_traces;
-float autocvar_g_balance_shotgun_secondary_melee_no_doubleslap;
-float autocvar_g_balance_shotgun_secondary_melee_nonplayerdamage;
-float autocvar_g_balance_shotgun_secondary_melee_multihit;
-float autocvar_g_balance_shotgun_secondary_refire;
-float autocvar_g_balance_shotgun_reload_ammo;
+//float autocvar_g_balance_shotgun_primary_ammo; // WEAPONTODO
+//float autocvar_g_balance_shotgun_primary_animtime;
+//float autocvar_g_balance_shotgun_primary_bulletconstant;
+//float autocvar_g_balance_shotgun_primary_bullets;
+//float autocvar_g_balance_shotgun_primary_damage;
+//float autocvar_g_balance_shotgun_primary_force;
+//float autocvar_g_balance_shotgun_primary_refire;
+//float autocvar_g_balance_shotgun_primary_speed;
+//float autocvar_g_balance_shotgun_primary_spread;
+//float autocvar_g_balance_shotgun_secondary;
+//float autocvar_g_balance_shotgun_secondary_animtime;
+//float autocvar_g_balance_shotgun_secondary_damage;
+//float autocvar_g_balance_shotgun_secondary_force;
+//float autocvar_g_balance_shotgun_secondary_melee_delay;
+//float autocvar_g_balance_shotgun_secondary_melee_range;
+//float autocvar_g_balance_shotgun_secondary_melee_swing_side;
+//float autocvar_g_balance_shotgun_secondary_melee_swing_up;
+//float autocvar_g_balance_shotgun_secondary_melee_time;
+//float autocvar_g_balance_shotgun_secondary_melee_traces;
+//float autocvar_g_balance_shotgun_secondary_melee_no_doubleslap;
+//float autocvar_g_balance_shotgun_secondary_melee_nonplayerdamage;
+//float autocvar_g_balance_shotgun_secondary_melee_multihit;
+//float autocvar_g_balance_shotgun_secondary_refire;
+//float autocvar_g_balance_shotgun_reload_ammo;
float autocvar_g_balance_teams;
float autocvar_g_balance_teams_prevent_imbalance;
float autocvar_g_balance_teams_scorefactor;